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fabio

WFG Programming Team
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Everything posted by fabio

  1. If you like them there are other open source isometric games to play with: Widelands Unknown Horizons Commander Stalin Bos Wars
  2. Well, the AI can do millions of things every second, a human player can manage only one thing at a time.
  3. Volcanic Lands is a playable map, why is it under Demo Maps?
  4. Nice. What about using two M segment rather than a L and a S one when the wall is not long enough? This way towers are better distributed. Or was it intentional?
  5. You may want to add Rise of the East civilisation which looks already almost complete.
  6. Oh yes, I forget to mention the new nice dmg background, and the fact that ALT+ENTER no longer crash the game.
  7. I noticed VLC distribute a 32 and 64 bit dmg: http://www.videolan.org/vlc/download-macosx.html , dunno how it's done. BTW, the latest Alpha 10 dmg 10.5 image works perfectly here
  8. Comparing Linux to Windows/Mac is like comparing 0 A.D. to Age of Empires, from the licensing point of view. Linux and 0 A.D. are free software (both GPL) and everyone can modify and improve them.
  9. Now we want photo of 0 A.D. on it
  10. This looks cool, eventually it could be integrated in the final statistics and eventually made accessible also during the game in a dedicated panel.
  11. Ballistas moving and attaching without no one manoeuvring them looks a bit unnatural. Are they planned for a later release?
  12. Building a couple of market and sending 10 traders between them for every resource type, gives you a huge amount of resources with very little effort compared to collecting natural resources. Maybe it could be tweaked (less resource for every trader, or, better, supporting a limited amount of traders for every resource so that you should use a higher market distance to get more resource (since it depends on distance) which is more difficult since traders have higher chance of being killed)?
  13. Some findings about current SVN about qbot: it builds a lot of fortress, even one near the other; it builds no market; when I was attaching him with 10 ballistas their citizen soldiers continued collecting resources rather than killing my ballistas.
  14. I no longer find the preview button before posting.
  15. I deleted a market and all traders stopped, but FPS it's still about the same. And this is my profile, which looks similar. A* is dominating (pathfinding) taking 109.668 ms/f (its parent ComputeShortPath is at 113.024, sim update at 172.630 and total 266.713). Strange however why someone gets 60 FPS while looking much lower...
  16. I finally won on the new default map on current SVN . I reported a couple of bugs yesterday that got fixed, and while playing this map I encountered one last problem (ticket 1406). I can say that the game is now much more enjoyable with phases, technologies and the wall system, I also really appreciate the new hardware cursor on Linux (no more mouse lag) . Alpha 10 looks one of the releases with many new nice features. The last (know) issue is performance: it starts at 20 FPS, it decrease and after awhile it stabilise to 3 FPS (a bit painful to play), but this will eventually be addressed with the new pathfinding.
  17. Ah, zip files are permitted, is attached now. Note however that .0adsave files are already zip files, only the extension differ.
  18. How many FPS do you get on the attached savegame? I am getting 4 FPS on my Core Duo 2.16 Ghz with Radeon X1600 under Linux. Just unzip the attached savegame on: ~/.local/share/0ad/saves under Linux or My Documents\My Games\0ad\saves under Windows. Load it, press ALT+F to see the FPS and report your FPS after they stabilise (about 10 seconds). quicksave-0003.0adsave.zip
  19. Ah, sorry then . I like this better, I no longer need to build useless building now. Rewording the tooltip may help, ideally you could also add to it the current buildings, something like "2/5 buildings still missing".
  20. It requires 5 different buildings (all village buildings), so 5 houses are only one.
  21. To get to Phase II one needs to build 5 buildings (all the Phase I buildings), however these building may not be really useful initially, such as resource dropsites and I end up builing them not to far from the Civic Center, just to get to Phase II. What about changing the requirements for Phase II to have at least 50 units and 20 citizen soldiers (or other numbers)? So that the increased population justify the need for a "Town" Phase.
  22. Good to see the new wall system Some suggestions (I quickly tried only the palisade): 100% agree to remove the SHIFT key for continuing walls. With the left/right click it requires no instructions and everyone can find it; FIXED in alpha 10 I noticed that foundations are larger than the actual wall (continuing over the limiting towers); I like the "snap" to connect a wall to another with a tower. However, also due to previous issue, I was able to create a wall with two tower very near one to the other. Interestingly, the space between them was to low to let units pass through, but, funnily, my units and enemy units could fight in between ! Maybe it just would better to use a higher "snap" distance to avoid these "holes"; it would be nice to have an indicator somewhat that let you know if the wall are "connected" (either with walls only or also with mountains).
  23. Would be possible to provide only one package including both versions with a script that use the 64 bit binary if osx >= 10.6 and on 64 bit, the 32 bit binary elseif osx >= 10.5 and "Upgrade to OS X 10.5 or later, dude" otherwise?
  24. Other than ALT+ENTER crash it's working fine on my 32 bit OS X 10.6.8 .
  25. Same here: Process: pyrogenesis [531] Path: /Applications/0ad.app/Contents/MacOS/pyrogenesis Identifier: com.wildfiregames.0ad Version: 0.0.0 (0.0.0) Code Type: X86 (Native) Parent Process: launchd [121] Date/Time: 2012-05-04 15:21:09.351 +0200 OS Version: Mac OS X 10.6.8 (10K549) Report Version: 6 Interval Since Last Report: 14279 sec Crashes Since Last Report: 2 Per-App Interval Since Last Report: 30 sec Per-App Crashes Since Last Report: 1 Anonymous UUID: 51D32CB5-CE4D-4120-8332-D91632307A0A Exception Type: EXC_BAD_ACCESS (SIGBUS) Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Thread 0 Crashed: Dispatch queue: com.apple.main-thread 0 GLEngine 0x222f56f2 gleRunVertexSubmitImmediate + 722 1 GLEngine 0x222f53bc gleLLVMArrayFunc + 60 2 GLEngine 0x222f5374 gleSetVertexArrayFunc + 116 3 GLEngine 0x222de816 gleDrawArraysOrElements_ExecCore + 1514 4 GLEngine 0x222674df glDrawElements_Exec + 834 5 libGL.dylib 0x95ad1050 glDrawElements + 52 6 com.wildfiregames.0ad 0x002c7cc6 CPatchRData::RenderStreams(std::vector<CPatchRData*, std::allocator<CPatchRData*> > const&, boost::shared_ptr<CShaderProgram> const&, int) + 1702 7 com.wildfiregames.0ad 0x002fbbea TerrainRenderer::RenderPatches(bool) + 282 8 com.wildfiregames.0ad 0x002dfd94 CRenderer::RenderShadowMap(CShaderDefines const&) + 308 9 com.wildfiregames.0ad 0x002e65fc CRenderer::RenderSubmissions() + 3916 10 com.wildfiregames.0ad 0x002e6f93 CRenderer::RenderScene(Scene&) + 179 11 com.wildfiregames.0ad 0x0020bce0 CGameView::Render() + 64 12 com.wildfiregames.0ad 0x001b9adb Render() + 2715 13 com.wildfiregames.0ad 0x0001d1d5 Frame() + 1685 14 com.wildfiregames.0ad 0x0001dfc5 RunGameOrAtlas(int, char const**) + 1669 15 com.wildfiregames.0ad 0x0001e97e SDL_main + 238 16 com.wildfiregames.0ad 0x007d44a6 -[SDLMain applicationDidFinishLaunching:] + 89 17 com.apple.Foundation 0x9344ddb3 _nsnote_callback + 176 18 com.apple.CoreFoundation 0x95d13763 __CFXNotificationPost + 947 19 com.apple.CoreFoundation 0x95d1316a _CFXNotificationPostNotification + 186 20 com.apple.Foundation 0x93442c50 -[NSNotificationCenter postNotificationName:object:userInfo:] + 128 21 com.apple.Foundation 0x9345005d -[NSNotificationCenter postNotificationName:object:] + 56 22 com.apple.AppKit 0x93904216 -[NSApplication _postDidFinishNotification] + 125 23 com.apple.AppKit 0x93904126 -[NSApplication _sendFinishLaunchingNotification] + 74 24 com.apple.AppKit 0x93a5b339 -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 274 25 com.apple.AppKit 0x93a5af59 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 101 26 com.apple.Foundation 0x934831f8 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 511 27 com.apple.Foundation 0x93482fbc _NSAppleEventManagerGenericHandler + 228 28 com.apple.AE 0x93307f5c aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 166 29 com.apple.AE 0x93307e5b dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 43 30 com.apple.AE 0x93307d65 aeProcessAppleEvent + 197 31 com.apple.HIToolbox 0x96b22197 AEProcessAppleEvent + 50 32 com.apple.AppKit 0x938d47d2 _DPSNextEvent + 1420 33 com.apple.AppKit 0x938d3dd6 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 156 34 com.apple.AppKit 0x938961f3 -[NSApplication run] + 821 35 com.wildfiregames.0ad 0x007d42e2 CustomApplicationMain + 429 36 com.wildfiregames.0ad 0x007d472a main + 248 37 com.wildfiregames.0ad 0x0001b856 start + 54 Thread 1: Dispatch queue: com.apple.libdispatch-manager 0 libSystem.B.dylib 0x92062382 kevent + 10 1 libSystem.B.dylib 0x92062a9c _dispatch_mgr_invoke + 215 2 libSystem.B.dylib 0x92061f59 _dispatch_queue_invoke + 163 3 libSystem.B.dylib 0x92061cfe _dispatch_worker_thread2 + 240 4 libSystem.B.dylib 0x92061781 _pthread_wqthread + 390 5 libSystem.B.dylib 0x920615c6 start_wqthread + 30 Thread 2: 0 libSystem.B.dylib 0x92069aa2 __semwait_signal + 10 1 libSystem.B.dylib 0x9206975e _pthread_cond_wait + 1191 2 libSystem.B.dylib 0x920692b1 pthread_cond_timedwait$UNIX2003 + 72 3 com.wildfiregames.0ad 0x0083763b SDL_CondWaitTimeout + 210 4 com.wildfiregames.0ad 0x00837154 SDL_SemWaitTimeout + 139 5 com.wildfiregames.0ad 0x008371be SDL_SemWait + 25 6 com.wildfiregames.0ad 0x001a85e1 CUserReporterWorker::Run() + 817 7 com.wildfiregames.0ad 0x001a8ce6 CUserReporterWorker::RunThread(void*) + 118 8 libSystem.B.dylib 0x92069259 _pthread_start + 345 9 libSystem.B.dylib 0x920690de thread_start + 34 Thread 3: 0 libSystem.B.dylib 0x92069aa2 __semwait_signal + 10 1 libSystem.B.dylib 0x920959c5 nanosleep$UNIX2003 + 188 2 com.wildfiregames.0ad 0x0083cf49 SDL_Delay + 117 3 com.wildfiregames.0ad 0x0083cf8e RunTimer + 46 4 com.wildfiregames.0ad 0x007dfa06 SDL_RunThread + 85 5 com.wildfiregames.0ad 0x00836d78 RunThread + 17 6 libSystem.B.dylib 0x92069259 _pthread_start + 345 7 libSystem.B.dylib 0x920690de thread_start + 34 Thread 4: 0 libSystem.B.dylib 0x92069aa2 __semwait_signal + 10 1 libSystem.B.dylib 0x9206975e _pthread_cond_wait + 1191 2 libSystem.B.dylib 0x920692b1 pthread_cond_timedwait$UNIX2003 + 72 3 com.wildfiregames.0ad 0x0083763b SDL_CondWaitTimeout + 210 4 com.wildfiregames.0ad 0x00837154 SDL_SemWaitTimeout + 139 5 com.wildfiregames.0ad 0x008371be SDL_SemWait + 25 6 com.wildfiregames.0ad 0x0029b091 CTextureConverter::RunThread(void*) + 177 7 libSystem.B.dylib 0x92069259 _pthread_start + 345 8 libSystem.B.dylib 0x920690de thread_start + 34 Thread 5: Dispatch queue: com.apple.opengl.glvmDoWork 0 libSystem.B.dylib 0x9203bafa mach_msg_trap + 10 1 libSystem.B.dylib 0x9203c267 mach_msg + 68 2 libCoreVMClient.dylib 0x9ab3341d cvmsServ_BuildModularFunction + 195 3 libCoreVMClient.dylib 0x9ab34539 CVMSBuildModularFunction + 98 4 libGLProgrammability.dylib 0x9644613e glvm_deferred_build_modular(void*) + 254 5 libSystem.B.dylib 0x9206248c _dispatch_queue_drain + 249 6 libSystem.B.dylib 0x92061ee8 _dispatch_queue_invoke + 50 7 libSystem.B.dylib 0x92061cfe _dispatch_worker_thread2 + 240 8 libSystem.B.dylib 0x92061781 _pthread_wqthread + 390 9 libSystem.B.dylib 0x920615c6 start_wqthread + 30 Thread 6: Thread 0 crashed with X86 Thread State (32-bit): eax: 0x00000000 ebx: 0x21091f80 ecx: 0x00000000 edx: 0x222f56c4 edi: 0x0254c820 esi: 0x222f5437 ebp: 0xbfffe278 esp: 0xbfffe170 ss: 0x0000001f efl: 0x00010246 eip: 0x222f56f2 cs: 0x00000017 ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037 cr2: 0x00000000 Binary Images: 0x1000 - 0x9caffb +com.wildfiregames.0ad 0.0.0 (0.0.0) <39C99C73-962D-A08A-7628-9DB5381B04BF> /Applications/0ad.app/Contents/MacOS/pyrogenesis 0xcbe000 - 0xce7fff com.apple.audio.OpenAL 1.4 (1.4) <CDC6D2B8-3DCA-E511-2250-75567E4C94BD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL 0x1fce000 - 0x1ff2fe7 GLRendererFloat ??? 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(???) <B99607FC-5646-32C8-2C16-AFB5EA9097C2> /usr/lib/liblangid.dylib 0x9a34a000 - 0x9a406fff com.apple.ColorSync 4.6.8 (4.6.8) <920DD017-8B41-7334-E554-A85DB99EBD5A> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSync.framework/Versions/A/ColorSync 0x9a407000 - 0x9a40bff7 IOSurface ??? (???) <D849E1A5-6B0C-2A05-2765-850EC39BA2FF> /System/Library/Frameworks/IOSurface.framework/Versions/A/IOSurface 0x9a5ef000 - 0x9a631ff7 libvDSP.dylib 268.0.1 (compatibility 1.0.0) <3F0ED200-741B-4E27-B89F-634B131F5E9E> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib 0x9a632000 - 0x9a682ff7 com.apple.framework.familycontrols 2.0.2 (2020) <C96C8A99-A40C-8B9C-1FBA-A0F46AC92F17> /System/Library/PrivateFrameworks/FamilyControls.framework/Versions/A/FamilyControls 0x9a6de000 - 0x9a719ffb libFontRegistry.dylib ??? 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(???) <37F56237-4ABA-E5B5-968D-70FFE357E8E0> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib 0x9ab8c000 - 0x9abd2ff7 libauto.dylib ??? (???) <29422A70-87CF-10E2-CE59-FEE1234CFAAE> /usr/lib/libauto.dylib 0xffff0000 - 0xffff1fff libSystem.B.dylib ??? (???) <2DCD13E3-1BD1-6F25-119A-3863A3848B90> /usr/lib/libSystem.B.dylib Model: MacBookPro1,1, BootROM MBP11.0055.B08, 2 processors, Intel Core Duo, 2.16 GHz, 1,5 GB, SMC 1.2f10 Graphics: ATI Radeon X1600, ATY,RadeonX1600, PCIe, 256 MB Memory Module: global_name AirPort: spairport_wireless_card_type_airport_extreme (0x168C, 0x86), Atheros 5424: 2.1.14.6 Bluetooth: Version 2.4.5f3, 2 service, 19 devices, 1 incoming serial ports Network Service: Ethernet, Ethernet, en0 Serial ATA Device: WDC WD5000BEVT-00A0RT0, 465,76 GB Parallel ATA Device: MATSHITADVD-R UJ-857 USB Device: Built-in iSight, 0x05ac (Apple Inc.), 0x8501, 0xfd400000 / 6 USB Device: USB2.0 Hub, 0x05e3 (Genesys Logic, Inc.), 0x0605, 0xfd300000 / 2 USB Device: DataTraveler U3, 0x08ec (M-Systems Flash Disk Pioneers), 0x2038, 0xfd340000 / 5 USB Device: USB Optical Mouse, 0x046d (Logitech Inc.), 0xc018, 0xfd320000 / 3 USB Device: USB Multimedia Keyboard, 0x046d (Logitech Inc.), 0xc312, 0xfd310000 / 4 USB Device: Bluetooth USB Host Controller, 0x05ac (Apple Inc.), 0x8205, 0x7d100000 / 2 USB Device: Apple Internal Keyboard / Trackpad, 0x05ac (Apple Inc.), 0x0218, 0x1d200000 / 2 USB Device: IR Receiver, 0x05ac (Apple Inc.), 0x8240, 0x5d200000 / 2
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